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Stellaris Dev Diary #92: FTL Rework and Galactic Terrain

Hello everyone and welcome to another Stellaris development diary. Today's dev diary is about Faster than Light travel in the Cherryh update, and it's likely to be a controversial one. When discussing, please remember to keep things civil, and I would kindly ask that you read the entire dev diary before rushing to post, as it's going to cover some of the questions and concerns we expect to see from the playerbase. Also, as posted last week, all of these changes are currently far away, and we cannot give more details on ETAs or the exact nature of the Cherryh update than we already have. Thank you!

FTL Rework
The single biggest design issue we have had to tackle in the Stellaris team since release is the asymmetrical FTL. While it's a cool and interesting idea on paper, the honest truth is that the feature just does not fit well into the game in practice, and blocks numerous improvements on a myriad of other features such as warfare and exploration, as well as solutions to fundamental design problems like the weakness of static defenses. After a lot of debate among the designers, we finally decided that if we were ever going to be able to tackle these issues and turn Stellaris into a game with truly engrossing and interesting warfare, we would have to bite the bullet and take a controversial decision: Consolidating FTL from the current three types down into a primarily hyperlane-based game, with more advanced forms of FTL unlocked through technology.

However, as I have said on the previous occasions when discussing this issue, one thing we would never consider doing is just slashing FTL types from the game without adding in something else to compensate their loss. That is what most of this dev diary is going to be about. However, before continuing with the details on the additions and changes we're making to FTL, I want to cover a couple of the questions I expect will arise from this:

Why are you removing FTL choices instead of building on them?
A lot of people have asked this question when we have brought up consolidating FTL types before, suggesting that problems such as static defenses can be solved by just adding more mechanics to handle each special case. I think the problem with this is best illustrated with defense stations and FTL inhibitors. One of the aims of the Starbase system is to give empires the ability to 'lock down' their borders, building fortresses that enemy fleets cannot simply skip past to strike at their core worlds, instead of having to create static defenses in every single valuable system.

With hyperlanes, this is a pretty simple affair: As hyperlanes create natural choke points, the only thing a hyperlane-stopping FTL inhibitor needs to do is to prevent enemy fleets from leaving the system once they enter it. The fleet can enter, it can retreat (via emergency FTL) and it can bring down the source of the FTL inhibitor (which might be a Starbase or even a planet) to be able to continue. This is quite easy to understand, both in terms of which system you need to defend to lock down your borders, and how it works when you are on the offensive.

Now let's add Warp to the mix. In this case, the single-system FTL inhibitor is useless because Warp fleets can just go over it, so we'll invent another mechanic: A warp interdiction bubble, stretching a certain distance around the system, that pull in any hostile Warp fleets traveling there to the system containing the FTL inhibitor, and force them to battle it or retreat. This is immediately a lot more messy: First of all, this bubble can't possibly affect Hyperlane fleets, because it could potentially pull them dozens of jumps away from their current location. This means that when fortifying your borders, you now need to not just make sure that every important chokepoint is covered, but also that your entire border is covered in warp interdiction bubbles.

But there's more: Add Wormholes as well, and you now have an FTL type where not only the 'bubble' type interdictor doesn't make intuitive sense (because Wormhole fleets make point-to-point jumps rather than traveling over the map) but if said interdictor works to pull Wormhole fleets out of position regardless of what makes intuitive sense, you end up with the same probem as with hyperlanes, where the fleet can get pulled out of range of its wormhole network and end up stranded even if it brings down the defenses. This means you pretty much have to invent a third type of interdiction type for Wormhole on top of what is already an overengineered and hard to understand system.

Finally, add the problem of displaying all these different types of inhibitors and interdictors on the map, in a way that the player can even remotely start to understand, and you end up with nothing short of a complete mess, where it's far better to just have static defenses protecting single valuable systems... and so we come full circle.

This is the fundamental problem that we have been grappling with when it comes to asymmetrical FTL: What works in a game such as Sword of the Stars, with its turn-based gameplay, small maps of usually no more than 3-6 empires, and 1-on-1 wars breaks down completely in a Stellaris game with real-time gameplay and wars potentially containing a dozen actors, all with their own form of FTL. The complexity collapses into what is for the player just a mess of fleets appearing and disappearing with no discernible logic to them.

Why Hyperlanes?
When discussing this, we essentially boiled down the consolidation into three possibilities: Hyperlanes only, Warp-only, and Warp+Hyperlanes. Wormhole is simply too different a FTL type to ever really work with the others, and not intuitive enough to work as the sole starting FTL for everyone playing the game. Keeping both Warp and Hyperlanes would be an improvement, but would still keep many of the issues we currently have in regards to user experience and fleet coordination. Warp-only was considered as an alternative, but ultimately Hyperlanes won out because of the possibilities it opens up for galactic geography, static defenses and enhancements to exploration.

Here are the some of the possibilities that consolidation of FTL into Hyperlanes creates for Stellaris:
  • Unified distance, sensor and border systems that make sense for everyone (for example, cost of claiming a system not being based on euclidean distance but rather the actual distance for ships to travel there)
  • Galactic 'geography', systems that are strategically and tactically important due to location and 'terrain' (more on this below) rather than just resources
  • More possibilities for galaxy generation and exploration (for example, entire regions of space accessible only through a wormhole or a single guarded hyperlane, containing special locations and events to discover)
  • Better performance through caching and unified code (Wormhole FTL in particular is a massive resource hog in the late game)
  • Warfare with a distinct sense of 'theatres', advancing/retreating fronts and border skirmishes (more on this in future dev diaries)
Are all new forms of FTL free patch content?
Yes. Naturally we're not going to charge for any form of content meant to replace the loss of old FTL types.

Hyperlane and Sublight Travel
As mentioned, in the Cherryh update. all empires will now start the game with Hyperlanes as their only mode of FTL. By default, hyperlane generation is going to be changed to create more 'islands' and 'choke points', to make for more interesting galactic geography. However, as we know some players do not enjoy the idea of constricted space, we are going to add a slider that controls the general frequency and connectivity of hyperlanes. Turning this up will create a more connected galaxy and make it harder to protect all your systems with static defenses, for players who prefer something closer to the current game's Warp-style movement.

Sublight travel is also being changed somewhat, in the sense that you need to actually travel to the entry point to a particular hyperlane (the arrow inside a system) to enter it, rather than being able to enter any hyperlane from any point outside's a system's gravity well. This means that fleets will move in a more predictable fashion, and interdictions will frequently happen inside systems instead of nearly always being at the edge of them, in particular allowing for fleets to 'guard' important hyperlane entry/exit points. To compensate for the need to move across systems, sublight travel has been sped up, especially with more advanced forms of thrusters.
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FTL Sensors
Along with the change to FTL, we are also changing the way sensors work. Instead of simply being a circle radiating an arbitrary distance from a ship, station or planet, each level of sensors can now see a certain distance in FTL connections. For example, a ship with level 1 sensors (Radar) will only give sensor coverage of the same system that it is currently in, while a ship with level 2 (Gravitic) sensors will give sensor coverage of that system and all systems connected to it through a Hyperlane or explored Wormhole (more on that below), a ship with level 3 sensors will be able to see systems connected to those systems, and so on. Sensor coverage can be 'blocked' by certain galactic features (more on that below), which will also block propagation into further connected systems. We are currently discussing the implementation of sensor blockers as a potential Starbase component.
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Wormholes
While Wormhole as a full-fledged FTL type is gone, Wormholes are not. Instead they have been changed into a natural formation that can be encountered while exploring the galaxy. Wormholes come in pairs, essentially functioning as very long hyperlanes that can potentially take a ship across the entire galaxy near-instantly. Natural Wormholes are unstable, and when first encountered, you will not be able to explore them. To explore a Wormhole, you need the Wormhole Stabilization technology, after which a science ship can be sent to stabilize and chart the Wormhole to find out what lies on the other side. If you're lucky, this may be unclaimed space full of valuable systems, but it could just as well be a Devouring Swarm eager to come over for dinner. There is a slider on game setup that controls the frequency of wormhole pairs in the galaxy.
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Gateways
Gateways is an advanced form of FTL most closely resembling the Wormhole FTL in the live version of the game. While exploring the galaxy, you can find abandoned Gateways that were once part of a massive, galaxy-spanning network. These Gateways are disabled and unusable, but with the Gateway Reactivation mid-game technology and a hefty investment of minerals, they can be restored to working order. Like Wormholes, Gateways allow for near-instant travel to other Gateways, but the difference is that any activated Gateway can be used to travel to any other activated Gateway, and late-game technology allows for the construction of more Gateways to expand the network. Also unlike Wormholes, which cannot be 'closed', Gateways also have the advantage of allowing any empire controlling the system they're in to control who goes through said Gateway - hostile empires and empires to whom you have closed your borders will not be able to use 'your' Gateways to just appear inside of your systems.

When the first Gateway is re-activated, another random Gateway will also be re-activated along with it, so that there is never a situation where you just have a single active Gateway going nowhere. There is a slider on game setup that controls the frequency of abandoned gateways in the galaxy.
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Jump Drives
Jump Drives and Psi Jump Drives have been changed, and is now an advanced form of FTL that mixes Hyperdrive with some functionality from the old Warp FTL. They allow for a ship to travel normally and very quickly along hyperlanes, but also come equipped with a tactical 'jump' functionality that allows a fleet to make a point-to-point jump ignoring the normal hyperlane limitations. This is done with a special fleet order where you select a target system for the jump (within a certain pre-defined range, with Psi Jump Drives having longer range than regular Jump Drives), after which the fleet charges up its jump drive and creates a temporary wormhole leading to the system. After the fleet makes its 'jump', the Jump Drive will need to recharge, with a significant cooldown before it can be used again, and also applies a debuff to the fleet that reduces its combat effectiveness while the cooldown is in effect. This allows for fleets with Jump Drives to ignore the usual FTL restrictions and skip straight past enemy fleets and stations, but at the cost of leaving themselves vulnerable and potentially stranded for a time afterwards. This design is highly experimental, and may change during the development of Cherryh, but we wanted Jump Drives to not just be 'Hyperdrive IV' but rather to unlock new tactical and strategic possibilities for warfare.

Galactic Terrain
With the switch to Hyperlanes and the creation of strategically important systems and chokepoints, we've also decided to implement something we had always thought was a really interesting idea, but which made little sense without such chokepoints: Galactic Terrain. Specifically, systems with environmental effects and hazards that have profound tactical and strategic effects on ships and empires. This is still something we are in the middle of testing and prototyping, but so far we have created the following forms of Galactic Terrain:
Nebulas block all sensor coverage originating from other systems, meaning that it's impossible for an empire to see what ships and stations are inside a system in a nebula without having a ship or station stationed there, allowing empires to hide their fleets and set up ambushes.
Pulsars interfere with deflector technology, nullifying all ship and station shields in a system with a Pulsar.
Neutron Stars interfere with navigation and ship systems, significantly slowing down sublight travel in a system with a Neutron Star.
Black Holes interfere with FTL, increasing the time it takes for a fleet to charge its emergency FTL and making it more difficult to ships to individually disengage from combat (more on this in a later dev diary).

The above is just a first iteration, and it's something we're likely to tweak and build on more for both the Cherryh update and other updates beyond it, so stay tuned for more information on this.
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That's all for today! I will finish this dev diary by saying that we do not expect everyone to be happy with these changes, but we truly believe that they are necessary to give Stellaris truly great warfare, and that we think you will find the game better for it once you get a chance to try them. We will be doing a Design Corner feature on today's Extraterrestial Thursday stream, where me and Game Designer Daniel Moregård (grekulf) will be discussing the changes, fielding questions and showing off some gameplay in the internal development build. If you want a look at some of these changes in a live game environment, be sure to tune to the Paradox Interactive twitch channel at 4pm CET.

Next week, we're going to talk about war and peace, including the complete rework of the current wargoal system that was made possible by the changes to FTL and system control discussed in this and last week's dev diary. See you then!
 
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Frankly I can't be bothered to read all 30 pages but from what I can see the people who like to mostly play wormhole are sad but generally ok with this, hyperlane (who are usually hyperlane only) are obviously happy and those who like warp are the least happy.

An interesting split (if my casual generalisation is correct).
Well, it makes some sense. While it is late-game for both constructed gateways seems closer to the thematic feel of wormholes than the new jump drives will be to warp.
 
Hm, while i havte to wait for the release of this patch to make a final decision, for now it seems to me that Stellaris is becoming just another Space 4X Game and is giving up its fascinating uniqueness:(

This is exactly what I was going to say. Count me in with those who feel this is a huge mistake.
 
I am very very very disappointed that you decide to go hyperlane only instead of working with the existing 3 FTL type and make nebula blocking FTL travel and other terrain features.

I also don't like hyperlane FTL games. If I really wanted hyperlane only I would go play Endless Space 2 or MoO 3 instead of Stellaris.
 
@monsterfurby One of the reasons I bought the game was the thought about the vastness and openness of Space, so yes it is fun. Whilst first exploring you are overwelmed with everything you find and see and going freely where no man has gone before makes it extra fun (talking about warp). It just adds to the immersion in the universe. I see stellaris becoming a game with countries and their borders in space. Defend those and you are fine. But that is not what space is about. There are no boundaries to space, you go where you want to go, you don't want to visit a certain system, you can do that and just ignore it. Now you'll be forced to jump in every single system to get somewhere else and what if pirates are blocking your only way out with a 5K fleet and you are surrounded by a xenophobe FE, you are just doomed from the beginning.
 
Just quoting the "more on that in a later DD" parts out of the text for reference:

Warfare with a distinct sense of 'theatres', advancing/retreating fronts and border skirmishes (more on this in future dev diaries)

Black Holes interfere with FTL, increasing the time it takes for a fleet to charge its emergency FTL and making it more difficult to ships to individually disengage from combat (more on this in a later dev diary).

Next week, we're going to talk about war and peace, including the complete rework of the current wargoal system that was made possible by the changes to FTL and system control discussed in this and last week's dev diary. See you then!
 
Again, why not just defend your planets?

Edit - or, better yet, just play Hyperspace-only mode?


Because the moment you warp in to do so, they warp out somewhere else.

Also, i do play hyperspace only. But the current state of war in stellaris cannot be improved until the other forms of FTL are brought to level.

You cannot effectively balance the current FTL. Wiz has stated this multiple times. It is a nightmare. And here we are.
 
They can make warp work. If they really wanted to. Surely wormholes are lost in early game (sadly enough), but comes back reworked back late game, but making the game work with warp and Hyperlane is perfectly possible. People that only play with hyperlanes are just fond of static wars and universes. You are 100% sure the enemy fleet will show up at your border. Add a doomstack on that choking point and voila. You are guaranteed to win a war and can get cocky. You only have to look at your border and that is it. Adding warp drive with a certain risk, like a certain % chance getting sucked in to a system with for example a black hole, or a fortress with a warp snare, would add different playstyles. Some would focus on building on fortifying their border, others their core worlds, which is what makes a game fun, players with different flavors. The only hyperlanes mode will consolidate the game to 1 way of playing: Building Trump's wall in space and keep the enemy out.

hyperlanes in current stellaris don't create static warfare, you keep saying this but it seems you've never played them if you make this comment. It just means you know some places are safer than others because you'll see the enemy fleet coming since they have to go around geometry. you can make rocks of gibratar in like 1-2 systems and they're not likely your borders.

it makes space feel like it has terrain, where before it was an open blank sea.
 
Wiz, do you have a comment on Titans? Was it merely hotcode that they showed up in the ship-designer screen, and that there was specifically a buff from the Starbase for Titans? Or are they going to be a new ship type?
 
except this isn't vanilla icecream, this isn't a flavor issue. this is a hard mechanical difference that limits the game. This is complaining that everyone get's their newspaper through the internet today, and you liked it when it was paper. to properly be able to utilize and improve upon the design they NEEDED to consolidate them. I'm arguing that people are getting too upset over this, and probably haven't tried a hyperlane only game. Hyperlanes with all FTL enabled is horriblem, I've played that and never liked it, hyperlane only though, is a grand old time, you start looking to grab territory for reasons other than resources but because you want to control this hyperlane nexus to cut off another empire's growth. I have yet to find any start that i've felt was "a bad start" in all my time playing (i don't use spiral galaxy generation though, so it could be that).

If I want hyperlane-only 4X, I'll just play more Sins of a Solar Empire. If Stellaris becomes that, there's literally nothing keeping me here because SoaSE: Rebellion has cooler ships, MORE ships, and combat that's way more fun (since you can control it and get really cool Titans with sick abilities). In trying to imitate other games for balance, they're losing what makes Stellaris... Stellaris. Outside of turning off the auto-update so I don't have to play this update, I don't know if I'll even keep playing the game since "my" game won't be supported and getting updated anymore.
 
Because the moment you warp in to do so, they warp out somewhere else.

Do they? In my experience, the AI is completely oblivious to being outmatched and charge at fixed defenses and get massacred anyway.

Leaving that aside, why not just follow them? Or time your own jump so they can't escape in time? And how does Hyperspace only change this?

Also, i do play hyperspace only. But the current state of war in stellaris cannot be improved until the other forma of FTL are briught to level.

Why?
 
I for one agree with those changes. I'm currently unable to see the dev corner, but I saw the previous one and found Wiz arguments, repeated in this DD, sensible. It will be good to have a sense of limitations in the vastness of space and to be able to have real chokepoints. The idea to reactivate old stargates also pleases me, as the solution to limit the power of jump drives.

Actually, all of this DD is very sensible and detailed. I understand that some like the old travel means, but they were hampering the game so much that they had to go. I'm sure mods will reactivate them for those who will really miss them, but then fortresses would again lose their usefulness.
 
This is more than an unpopular decision, its one you don't have the right to make. My friend and I have been searching for a space game both of us can get into and picked this one because it let you "pick" your FTL. it was advertised on the steam webpage that it was a space game that let you "pick" your FTL. now a few days after I pay for it I don't get the option? that would be like building a game where you can fight with a knife or a bow then saying nvm you can only fight with a knife after someone paid me for it. I like the idea of playing a game the way you propose, however, I should still have the option of using wormholes if I want. after all, you promised that I would have the choice when selling it to me.
 
You do realize that in IRL science, nothing can go FTL...save for neutrinos, and humanity still can't agree whether those even exist, let alone truly move at FTL speeds. And as another soul stated, this is a game set in a -fictional- universe, therefore it is absurd, and boring, to force it to play by IRL rules.

Like we can't invent any technology that will harness the basic fundamentals of physics, I mean. Look where we were 100 years ago and we are now. But building huge impossible walls in space does make sense?
 
You can always play on older versions of the game through the Steam tab, though, guys, and there will 100% be mods to reintroduce old-style warp. I think this is a good change for vanilla - the galaxy map badly needed something to let you make more strategic (and tactical) decisions, and this is imo an elegant solution.
 
@Wiz Modding wise how does this bypass system work mechanically - can we give it cooldowns and windups? Is it possible to give it an moddable FTL travel similar to the old warp rather than a teleport as we have seen? In addition how does the terrain work mechanically spawning - can we alter it and in what kind of modifiers can we give it?

From this thread I think I've seen that there is a significant portion of the player base that would like Warp back at the very minimum via mods. Even if it would clash with the new system.
 
If I want hyperlane-only 4X, I'll just play more Sins of a Solar Empire. If Stellaris becomes that, there's literally nothing keeping me here because SoaSE: Rebellion has cooler ships, MORE ships, and combat that's way more fun (since you can control it and get really cool Titans with sick abilities). In trying to imitate other games for balance, they're losing what makes Stellaris... Stellaris. Outside of turning off the auto-update so I don't have to play this update, I don't know if I'll even keep playing the game since "my" game won't be supported and getting updated anymore.


it's not even about balance, it's about the capability to add new mechanics.

to me, stellaris the empire creation from single planet to 100 planets space game where i deal with war and diplomacy of 30 or so other entities each with their own little flair. it has never been a game based solely on having warp in it. *rubs forehead* I don't even understand why people place so much emphasis on specifically the warp drives for how the game feels. I picked hyperlanes only because warfare was too boring without that restriction.
 
@monsterfurby One of the reasons I bought the game was the thought about the vastness and openness of Space, so yes it is fun. Whilst first exploring you are overwelmed with everything you find and see and going freely where no man has gone before makes it extra fun (talking about warp). It just adds to the immersion in the universe. I see stellaris becoming a game with countries and their borders in space. Defend those and you are fine. But that is not what space is about. There are no boundaries to space, you go where you want to go, you don't want to visit a certain system, you can do that and just ignore it. Now you'll be forced to jump in every single system to get somewhere else and what if pirates are blocking your only way out with a 5K fleet and you are surrounded by a xenophobe FE, you are just doomed from the beginning.

There's two elements at play here. The first one is more about what each of us looks for in Sci-Fi. People who enjoy the classic "to boldly go" format of Star Trek usually aren't the same people who enjoy Honor Harrington and Wing Commander, which are definitely analogies for Victorian/Napoleonic warfare and WW2 naval operations, respectively, but with lasers/starships. I prefer the latter, so I naturally prefer hyperspace lanes as well. I don't want space to be too open, because I'm all about the politics and diplomacy and to me, the space setting has the main advantage of giving me a completely new geography every time - no more, no less. The same would probably be achieved with a good random world generator in EU4. This is a matter of preference, though, and that's why I mentioned I'd like to see how large each group is because the choice of FTL seems to corellate with the kind of narrative people want to experience.

Secondly, of course, there is the matter of creeps blocking off systems. I don't think this is an issue of the hyperdrive system, but more of the way battles are handled. They are over way too fast, lean way too heavily on "everything or nothing" outcomes and are entirely numbers-based. That means that a stronger force blocking a system is not just a matter of risk - it's implicitly a HARD block, a wall in space. *That* should not happen and is something that needs to be addressed.
 
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